extends EnemyAction

@export var block := 10

func perform_action() -> void:
	if not enemy or not target:
		return
	var block_effect := BlockEffect.new()
	block_effect.amount = block
	block_effect.sound = sound
	block_effect.execute([enemy])
	
	get_tree().create_timer(0.6).timeout.connect(Events.do_enemy_action_completed.bind(enemy))
